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Refactor game rules
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / mutator / gamemode_keyhunt.qh
1 #pragma once
2
3 #include "../gamemode.qh"
4
5 #define autocvar_g_keyhunt_point_limit cvar("g_keyhunt_point_limit")
6 int autocvar_g_keyhunt_point_leadlimit;
7 bool autocvar_g_keyhunt_team_spawns;
8 void kh_Initialize();
9
10 REGISTER_MUTATOR(kh, false)
11 {
12         MUTATOR_ONADD
13         {
14                 if (time > 1) // game loads at time 1
15                         error("This is a game type and it cannot be added at runtime.");
16                 kh_Initialize();
17
18                 GameRules_teams(true);
19         GameRules_limit_score(autocvar_g_keyhunt_point_limit);
20         GameRules_limit_lead(autocvar_g_keyhunt_point_leadlimit);
21                 if (autocvar_g_keyhunt_team_spawns)
22                         have_team_spawns = -1; // request team spawns
23         }
24
25         MUTATOR_ONROLLBACK_OR_REMOVE
26         {
27                 // we actually cannot roll back kh_Initialize here
28                 // BUT: we don't need to! If this gets called, adding always
29                 // succeeds.
30         }
31
32         MUTATOR_ONREMOVE
33         {
34                 LOG_INFO("This is a game type and it cannot be removed at runtime.");
35                 return -1;
36         }
37
38         return 0;
39 }
40
41 #define FOR_EACH_KH_KEY(v) for(v = kh_worldkeylist; v; v = v.kh_worldkeynext )
42
43 // ALL OF THESE should be removed in the future, as other code should not have to care
44
45 // used by bots:
46 bool kh_tracking_enabled;
47 .entity kh_next;
48
49 USING(kh_Think_t, void());
50 void kh_StartRound();
51 void kh_Controller_SetThink(float t, kh_Think_t func);